New Shaman Glyph--Glyph of Frostbrand Weapon: While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.

New Engineering spell--: Transforms elementium ore into several bars of Ninjanite. This item has 0 charges. It really does have $N charges. Thank you. Edit: turns out this is a test spell according to Crafticus, we won't be seeing it in game.

Blingtron has a friend: Blingtron 5000. Assembles the upgraded Blingtron 5000, a savage, yet generous, robot. While he will give out gifts to players once per day, he will also fight other Blingtron units to the death.

DATAMINER_RED_HERRING:: There is no cow levelBy reading this, you are automatically awesome.

Battle Pet Abilities

New

Classes

Blood Boil: Deals 1 (+ 48.2% of Attack power) Shadow damage to the target and all enemies within 10 yards, and spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards.hit.

Talents and SpecializationNew

Plaguebearer: Your Death Coil and Frost Strike abilities also cause the target to become infected with Frost Fever and Blood Plague.

Blood

Crimson Scourge: Increases the damage dealt by your Blood BoilPestilence by 10%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a 10% chance that your next Blood BoilPestilence or Death and Decay will consume no runes.

Reaping: Whenever you hit with Blood Strike, Pestilence, Festering Strike, Icy Touch, or Blood Boilor Icy Touch, the Runes spent will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

Sudden Doom: Reduces the cost of Death Coil by 20%.WhileWhile in Unholy Presence, grants your main-hand autoattacks a chance to make your next Death Coil cost no Runic Power.

Crackling Jade Lightning: Channels Jade lightning at the target, causing 64.1%42.7% of Attack power) + 1 * Attack power * 0.641)] Nature damage over 4 sec. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Glyph of Travel: Travel Form grants an additional 60% movement speed. but can no longer be usedThis movement speed bonus will not be granted if Travel Form is activated while in combat.This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.

Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 7% weapon damage to all targets within 8 yards.yards.While this seal is active, your Crusader Strike becomes Hammer of the Righteous.

Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for 0 (+ 72.6327%103.761% of Spell power) per charge of Holy Power.

Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for 0 (+ 72.6327%103.761% of Spell power) per charge of Holy Power.

Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 1 (+ 72.2925%103.761% of Spell power) and an additional 1 (+ 6.6%9.42856% of Spell power) every 3 sec for 30 sec. Healing increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin.Replaces Word of Glory.

Execution Sentence: A hammer slowly falls from the sky, causing (Spell power * 10415 / 1000 + 26.72716306 * 0) Holy damage over 10 sec. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst.Stay of ExecutionIf used on friendly targets, the falling hammer heals the target for (Spell power * 158656742 / 1000 + 26.72716306 * 0) healing over 10 sec. This healing is dealt slowly at first and increases over time, culminating in a final burst of healing. Dispelling the effect triggers the final burst.

Holy Prism: Sends a beam of light toward a target, turning them into a prism for Holy energy.If an enemy is the prism, they take 0 (+ 348.4% of Spell power) Holy damage and radiate 0 (+ 333.8%141.865% of Spell power) healing to 5 nearby allies within 15 yards.If an ally is the prism, they are healed for 0 (+ 495.3%210.503% of Spell power) and radiate 0 (+ 235% of Spell power) Holy damage to 5 nearby enemies within 15 yards.

Light's Hammer: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Penance: Launches a volley of holy light at the target, causing 0 (+ 112% of Spell power) Holy damage to an enemy, or 0 (+ 128.456% of Spell power) healing to an ally instantly and every 1 sec for 2 sec.Each time Penance deals damage, the Priest will regain 1.5%1.1% of maximum mana.

Chakra: Sanctuary: Increases the healing done by your area of effect healing spells and Prayer of Mending by 10%, reduces theEach heal cast while this Chakra is active reduces the remaining cooldown of your Circle of Healing spell by 2 sec, and transforms0.5 sec.Transforms your Holy Word: Chastise spell into Holy Word: Sanctuary.Holy Word: SanctuaryBlesses the ground with Divine light, healing all within it for 0 (+ 9.3975% of Spell power) every 2 sec for 30 sec. Only one Sanctuary can be active at any one time. 40 sec cooldown.

Echo of the Elements: Your spells and abilities have a chance to trigger Echo of the Elements.Echo of the Elements causes your next Specialization 0short cooldown spell or abilitySpecialization 1Lava Burst, Frost Shock, or EarthquakeSpecialization 2Lava Lash, Stormstrike, Frost Shock, or Fire NovaSpecialization 3Riptide, Healing Rain, Purify Spirit to not incur its cooldown.

Tidal Waves: When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your Healing Wave by 30% and increases the critical effect chance of your Healing Surge spell by 30%70%. 2 charges.

Glyph of Frostflame Weapon: While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.

Changes

Glyph of Ghostly Speed: Ghost Wolf grants an additional 60% movement speed. but can no longer be usedThis movement speed bonus will not be granted if Ghost Wolf is activated while in combat.This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.

Glyph of Life Pact: Mana costs on all your spells are reduced by <Unknown value - The spell referenced no longer exists>%30%, but Life Tap can no longer be cast, and your health will drop by <Unknown value - The spell referenced no longer exists>%1% per sec. Your health cannot drop below <Unknown value - The spell referenced no longer exists>%75% from this effect.

Battle Pets

New

Professions

Transmute: Ninjanite: Transforms elementium ore into several bars of Ninjanite. This item has 0 charges. It really does have $N charges. Thank you.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Anti-Magic Zone: Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 3 sec or until it absorbs (0 + 2 * Attack power) spell damage.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Army of the Dead: Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. The Black Knight will also occasionally cast Ghoul Explode on one!

Death Grip: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the death knight and forcing the enemy to attack the death knight for 3 sec.

Death Strike: A deadly attack that deals 75% weapon damage plus 84 and heals the Death Knight for 20% of his maximum health.

Sanctified Ground: Creates a fissure of Holy energy, inflicting high Holy damage to enemies struck. Additionally inflicts periodic Holy damage to those who remain in the Sanctified Ground.

Haunted: Haunted by the spirits of the ancestors, increasing Shadow damage taken by 25%.

Bouncing Spit: The caster spits out several globs of viscous bile at nearby targets. Players within 5 yards of the impact suffer Nature damage. Each glob will bounce two additional times.

Bouncing Slime: The caster spits out several globs of viscous bile at nearby targets.Each impact leaves a pool of vile liquid that will inflict Nature damage to all players that stand in the pool.Each glob will bounce two additional times.

Blind Recompense: Hurls hammers of divine light in a line in front of the caster. Each hammer inflicts Holy damage to all targets within 4 yards of the impact.

Fissure: The caster periodically creates a Fissure nearby, inflicing Nature damage to all players within 5 yards of the impact. Players caught in the Fissures suffer Nature damage every second.The caster is also connected to all their nearby Fissures by a line of electricity. All enemies caught in the line suffer Nature damage every second.

Changes

Anti-Magic Zone: Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti-Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs a limited amount of damage.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Arcing Light: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Bile Pool: Jumps to a destination, inflicting 150 Nature damage to enemies in the area and leaves a puddle of acid that inflicts 156356s18000 Nature Damage every 1 sec.

Bile Pool: Jumps to a destination, inflicting 150 Nature damage to enemies in the area and leaves a puddle of acid that inflicts 156356s18000 Nature Damage every 1 sec.

Bile Pool: Jumps to a destination, inflicting 150 Nature damage to enemies in the area and leaves a puddle of acid that inflicts 156356s18000 Nature Damage every 1 sec.

Borehole: Inflicts Physical damage to enemiescreatures within 0 yard radius of the impact.

Borehole: Inflicts Physical damage to enemiescreatures within 2.5 yard radius of the impact.

Chill of the Throne: The chilling presence of the Frozen Throne reduces the chance of an enemy to dodge melee attacks by 20%.

Clobbering Strike: Raises his hammer and winds up for a powerful attack, inflicting 300000 Physical damage.

: Channels Jade lightning at the target, causing 3 (+ 170.933%4 (+ 170.8% of Attack power) Nature damage over 4 sec. When dealing damage, you have a <Unknown value - The spell referenced no longer exists>% chance to generate 1 Chi.If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

: Channels Jade lightning at the target, causing 64.1%42.7% of Attack power) + 1 * Attack power * 0.641]] Nature damage over 4 sec. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Crackling Jade Shock: Channels Jade lightning at the target, causing 64.1%42.7% of Attack power) + 1 * Attack power * 0.641]] Nature damage over 4 sec. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Crimson Scourge: Increases the damage dealt by your Blood BoilPestilence by 10%, and when you land a melee attack on a target that is infected with your Blood Plague, there is a 10% chance that your next Blood BoilPestilence or Death and Decay will consume no runes.

Crushing Slam: Stomps the ground, inflicting Physical damage to all allies and enemies in a cone in front of the caster.

Disrupting Roar: A deafening roar disrupts your focus, interrupting you and reducing the speed you cast spells by s1%66% for 6 sec.

Echo of the Elements: Your spells and abilities have a chance to trigger Echo of the Elements.Echo of the Elements causes your next Specialization 0short cooldown spell or abilitySpecialization 1Lava Burst, Frost Shock, or EarthquakeSpecialization 2Lava Lash, Stormstrike, Frost Shock, or Fire NovaSpecialization 3Riptide, Healing Rain, Purify Spirit to not incur its cooldown.

Enveloping Mist: Heals the target for 0 (+ 518.144%740.208% of Spell power) over 6 sec, and increases the healing the target receives from your Soothing Mist by 30%.If cast while channeling Soothing Mist, Enveloping Mist will be instant cast.

Eternal Flame: Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 1 (+ 72.2925%103.761% of Spell power) and an additional 1 (+ 6.6%9.42856% of Spell power) every 3 sec for 30 sec. Healing increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin.Replaces Word of Glory.

Exploding Spit: The caster spits out several globs of explosive bile at nearby targets.Each impact explodes outward, inflicting Nature damage to all players caught in the path of the explosions.

Eye of Acherus: Summons the Eye of Acherus with 100 health 5 min that allows vision of nearby area and warns of enemies that attack it. Right-Click on buff to switch back and forth between Eye of Acherus and normal vision.

Fan the Flames: Fans the flames, increasing the air flow to the engine.

Fertile Spit: The caster spits out several globs of fertile bile at nearby targets.Each impact creates a podling that will attack the caster's enemies.

Fixate: Fixates on a target, attacking only that target until they are killed or can no longer be found.

Frostbrand Attack: While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 4 sec are have 25% reduced duration.

Grievous Shield Bash: Bashes an enemy with a shield, inflicting 110% weapon damage and an additional 1000 damage every 5.

Health Funnel: Channels the power of Shadow for 10 sec., healing an ally for up to 2000 (+ 100% of Spell power) damage, but reducing the caster's own health regeneration by 100%.

Holy Prism: Sends a beam of light toward a target, turning them into a prism for Holy energy.If an enemy is the prism, they take 0 (+ 348.4% of Spell power) Holy damage and radiate 0 (+ 333.8%141.865% of Spell power) healing to 5 nearby allies within 15 yards.If an ally is the prism, they are healed for 0 (+ 495.3%210.503% of Spell power) and radiate 0 (+ 235% of Spell power) Holy damage to 5 nearby enemies within 15 yards.

Holy Prism: Sends a beam of light toward a target, turning them into a prism for Holy energy.If an enemy is the prism, they take 0 (+ 348.4% of Spell power) Holy damage and radiate 0 (+ 333.8%141.865% of Spell power) healing to 5 nearby allies within 15 yards.If an ally is the prism, they are healed for 0 (+ 495.3%210.503% of Spell power) and radiate 0 (+ 235% of Spell power) Holy damage to 5 nearby enemies within 15 yards.

Holy Word: Sanctuary: Blesses the ground with divine light, healing all within it for 0 (+ 9.3975% of Spell power) every 2 sec for 30 sec. Only one Sanctuary can be active at a time. Healing effectiveness diminishes for each player beyond 6 within the area.

Holy Word: Serenity: Instantly heals the target for 1 (+ 461.438% of Spell power), and increases the critical effect chance of your healing spells on the target by 25% for 6 sec.

Hysteria: Induces a friendly unit into a killing frenzy for 8 sec, increasing their physical damage by 40%, but causing them to suffer damage equal to 1% of their maximum health every second.

Lava Slash: Inflicts 78487 to 82513 Fire damage to all targets wtihin 7 yards of the impact and leaves behind an area of flame that inflicts 17500 Fire damage to any enemy standing in the flames.In addition, any player within 6 yards of the eruption is also targeted with a Lava Slash.

Lava Slash: Inflicts 78487 to 82513 Fire damage to all targets wtihin 7 yards of the impact and leaves behind an area of flame that inflicts 17500 Fire damage to any enemy standing in the flames.In addition, any player within 86 yards of the eruption is also targeted with a Lava Slash.

Levitate: Allows the friendly party or raid target to levitate, floating a few feet above the ground. While levitating, the target will fall at a reduced speed and travel over water. Any damage will cancel the effect. Lasts 10 min.

: Heals the target for over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for (0 * 1). This effect can stack up to 3 times on the same target.Duration refreshed each time you cast Healing Touch or Regrowth on the target.

Light's Hammer: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (15.50 sec - 1.5) sec.Arcing LightDeals 0 (+ 78.3% of Spell power) Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for 0 (+ 111.4%47.345% of Spell power) every 2 sec.

Lightwell: Creates a Holy Lightwell. Every 1 sec the Lightwell will attempt to heal party and raid members lower than 50% health for 0 (+ 366.3% of Spell power) over 6 sec. Attacks done to the target equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 min or until 15 heals are expended.

Molten Torrent: A seed of flame kindles within an enemy that ignights after 5.506 sec. inflicting 650000 Fire damage split evenly among all allies within 8 yards.

Molten Torrent: A seed of flame kindles within an enemy that ignights after 5.506 sec. inflicting 650000 Fire damage split evenly among all allies within 8 yards.

Nature Spray: The caster spews poison in front of them, inflicting Nature damage to all players caught in the spray.

Oozing Spit: The caster spits out several globs of viscous bile at nearby targets.Each impact creates a moving pool of vile liquid that will inflict Nature damage to all players that stand in the pool.

Penance: Launches a volley of holy light at the target, causing 0 (+ 112% of Spell power) Holy damage to an enemy, or 0 (+ 128.456% of Spell power) healing to an ally instantly and every 1 sec for 2 sec.Each time Penance deals damage, the Priest will regain 1.5%1.1% of maximum mana.

Power Word: Shield: Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage.

Prayer of Mending: Places a spell on the target that heals them for ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump.This spell can only be placed on one target at a time.

Pulverize: A devestating blow that consumes 3 stacks of Lacerate on the target to deal 500%290% weapon damage, generate 30 Rage, and reduce damage taken by 20% for 10 sec.

Impact Spit: The caster spits out several globs of viscous bile at nearby targets. Players within 5 yards of the impact suffer Nature damage.

Impact Spit: The caster spits out several globs of viscous bile at nearby targets. Players within 5 yards of the impact suffer Nature damage.

Stay of Execution: A hammer slowly falls from the sky, causing (Spell power * 158656742 / 1000 + 26.72716306 * 0) healing over 10 sec. This healing is a large burst at first, and then decreases over time.

Sticky Spit: The caster spits out several globs of viscous bile at nearby targets.Each impact leaves a pool of vile liquid that will inflict Nature damage to all players that stand in the pool.

Summon Gargoyle: A Gargoyle flies into the area and bombards the target with Shadow damage.

Surging Mist: Heals the lowest health party or raid member within 45 yards for 0 (+ 295.747%161.315% of Spell power). Generates 1 Chi.If cast while channeling Soothing Mist, Surging Mist will be instant cast and heal that target over all others.

Tidal Waves: When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your Healing Wave by 30% and increases the critical effect chance of your Healing Surge spell by 30%70%. 2 charges.

Wild Mushroom: Grow a magical mushroom with 5 health at the target ally's location.After 6 sec, the mushroom will become invisible.The mushroom grows larger as it accumulates healing power from 100% of overhealing done by your Rejuvenation, up to a maximum of 200% of your health in bonus healing. Recasting Wild Mushroom will move the Mushroom without losing this accumulated healing.Wild Mushroom: Bloom can consume your Mushroom to heal nearby allies.Only 1 mushroom can be placed at a time.

Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for 0 (+ 72.6327%103.761% of Spell power) per charge of Holy Power.

Word of Glory: Consumes up to 3 Holy Power to heal a friendly target for 0 (+ 72.6327%103.761% of Spell power) per charge of Holy Power.

Garrison Missions:

Changes:

UI Test Mission 1 - ProfessionThe WintersmithThis is an Internal UI Test missionWe've located a nomadic smith on the plains of Frostfire. He may have valuable knowlege of crafting in Draenor.

Scenarios:

New:

Changes:

Defeat the Commander Vorka and the other invading Iron Horde forces on the Terrace atFight your way to the Karabor hHarbor to stop the bombardment.Stop the Bombardment of KMeet K'ara at the Karabor Harabor

DFight your way to the back gates and defeat Arnokk the Burner.DThin the invading force and defeat Arnokk the Burner

Globalstrings:

New:

EXPANSION_NAME5:: Warlords of Draenor

BATTLEGROUND_BONUS_REWARD_TOOLTIP:: Competing in a Bonus Battleground will earn you a loot roll. Winning will earn you an extra loot roll.

BAG_FILTER_CLEANUP:: Cleanup

BAG_FILTER_ALREADY_ASSIGNED:: Already assigned to another bag

BAG_CLEANUP_BANK:: Clean Up Bank

GARRISON_FOLLOWER_ADDED_TOAST:: Garrison Follower Gained

SKIRMISH_2V2:: 2v2 Skirmish

SKIRMISH_3V3:: 3v3 Skirmish

PVP_QUEUE_AGAIN:: Queue Again

BAG_CLEANUP_BAGS:: Clean Up Bags

Changes:

DATAMINER_RED_HERRING:: There is no cow levelBy reading this, you are automatically awesome.

Comments

Comment by Zygos

EngineeringNewTransmute: Ninjanite: Transforms elementium ore into several bars of Ninjanite. This item has 0 charges. It really does have $N charges. Thank you.

You mean alchemy?

Comment by perculia

on 2014-04-24T20:46:41-05:00

Looks like Engineering for now:

Comment by rappydoo21

on 2014-04-24T20:56:26-05:00

Interesting tooltip change for Death Knight abilities.ARE THEY DOING AWAY WITH B/F/U RUNES? (sorry caps) If so, it seems like they're the class getting an overhaul this expac. Omoshiroi..

Comment by bromil

on 2014-04-24T21:14:57-05:00

Interesting change for locks. Looks like instead of Drain Soul going away, Malefic Grasp is going away and DS will be the new Affliction filler. I figure it's partly because of the extra shard regen but mostly because DS is one of those quintessential warlock-y abilities, whereas MG is the weird new kid that not a lot of people like.

Comment by Ovaldo

on 2014-04-24T21:52:12-05:00

Interesting change for locks. Looks like instead of Drain Soul going away, Malefic Grasp is going away and DS will be the new Affliction filler. I figure it's partly because of the extra shard regen but mostly because DS is one of those quintessential warlock-y abilities, whereas MG is the weird new kid that not a lot of people like.

They mentioned that DS was being removed in the WoW Source video a few days ago.

-----

I'm excited to see what garrisons bring, so far looks good. Also the class changes are interesting, can't wait to see how they play out, not too worried because it will work out eventually.

Comment by bromil

on 2014-04-24T21:56:44-05:00

They mentioned that DS was being removed in the WoW Source video a few days ago.

True, but according to these build changes and this recent tweet from Celestalon, it looks like they're doing the opposite--keeping Drain Soul and axing Malefic Grasp. They likely had a similar change of heart for this as they had regarding Army of the Dead and non-Blood DKs.

Comment by GrumpyOldDwarf

on 2014-04-24T22:05:40-05:00

Tools says Philosopher's Stone so isn't that Alc only?

Comment by sdkphoenix

on 2014-04-24T22:23:19-05:00

Malkorok isn't a new model. Loving these new build every few days. I do hope that engineering transmute is a mistake.

Comment by rappydoo21

on 2014-04-24T22:27:38-05:00

Oh man, if those new Hydra models are the ones BM hunters can tame in WoD...

Comment by zotheghost

on 2014-04-24T22:28:28-05:00

Is that a map of Ashran? Neat! Very nice to see some of these spell changes coming about too.

Comment by Drukthar247

on 2014-04-25T00:19:27-05:00

Blizz gives us Hydra mounts :D

Comment by Rankkor

on 2014-04-25T00:43:17-05:00

I do hope that engineering transmute is a mistake.

I don't. About time they gave engineering something to make a profit of. Come on, alchemists already can create flasks and pots which sell like hotcakes. What do engineers get to craft in order to make a profit? A mount every 2 expansions. Mounts that quickly devaluate into nothingness after a little bit, and end up selling for less than what they cost to make.

Interesting tooltip change for Death Knight abilities.ARE THEY DOING AWAY WITH B/F/U RUNES? (sorry caps) If so, it seems like they're the class getting an overhaul this expac. Omoshiroi..

What the....

where in the blazes do you see such a change? because I see abilities still costing runes.

Comment by Manishtusu

on 2014-04-25T03:07:53-05:00

I wonder if the new colossus smash glyph's armour reduction remains 40% in PvP or not. Will be mandatory if it does. If not, it would still be a legit choice for fury I guess.

Comment by Zampster

on 2014-04-25T03:10:21-05:00

Loot from bg's? nice.

BATTLEGROUND_BONUS_REWARD_TOOLTIP:: Competing in a Bonus Battleground will earn you a loot roll. Winning will earn you an extra loot roll.

Comment by angelspike

any chance of someone hinting to blizz to put an ostrich pet in? so i can finally get one and name it glen

Comment by Azrile

on 2014-04-25T10:11:46-05:00

They mentioned that DS was being removed in the WoW Source video a few days ago.

True, but according to these build changes and this recent tweet from Celestalon, it looks like they're doing the opposite--keeping Drain Soul and axing Malefic Grasp. They likely had a similar change of heart for this as they had regarding Army of the Dead and non-Blood DKs.

Yeah, they mentioned somewhere that they are trying to use the older spells and names that are more closely related to the kit. MG was a new spell, DS is one of the classes most iconic spells.

Comment by taillessmonkey

on 2014-04-25T10:30:13-05:00

Excellent. Seal of Insight's self heal is becoming passive for Prot Paladins, and CS automatically adjusts to HotR when switching between single target/aoe seals. Instead of swapping CS and HotR we will be swapping seals between pulls or add/boss phases for extra threat while maintaining the self heal

Comment by Necromorta

on 2014-04-25T11:56:36-05:00

So many awesome things. I can't wait! Well... in the mean time I get my 4-6th legendary cloaks, hurry up WoD!

Comment by Rainemard

on 2014-04-25T13:02:31-05:00

Has there been any mention on aesthetic variety for garrison structures?

With 6 races per faction (7 w/Pandaren), it seems kinda sad to pigeonhole everyone's garrison as orc or human (especially for Draenei players, considering all the new architecture undoubtedly appearing in WoD).